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    Capcom's PSN Store!

    Friday, October 17, 2008, 07:47 PM [General]
    Posted By: Snow

    What's this!?! We get our own store on PSN? How cool is that! Ok, so we are getting our own Capcom store for the PSN. It should be up in November, during the launch of Age of Booty. You'll be able to get all the Capcom addiction doses you need there.

    You can read more of the juicy goodness on Egde, where they quote our own John D, and Sven: Capcom's PSN Storefront.

    4.1 (9 Ratings)

    Street Fighter II Special Champion Edition

    Thursday, October 16, 2008, 01:32 PM [General]
    Posted By: Snow

    Street Fighter II SCE is out on Virtual Console now! Go to your Wii and download it! It's 800 Wii Points, and features 12 characters including the 4 bosses. It also has the Group Battle mode, which allows you to set up multiple matches, which is perfect for those tournaments you hold in your living room.

    The controls are a bit funky on the Wii-Remote, so I suggest using a GC controller or the Classic Controller if you have it.

    4.6 (4 Ratings)

    Ask Yarrr Questions about Booty!

    Friday, October 10, 2008, 12:28 PM [General]
    Posted By: John Diamonon

    Max Hoberman, the President and co-founder of Certain Affinity and developer of the upcoming downloadable pirate action RTS, Age of Booty, has a blog up on PlayStation.com. He's answering questions from the community, so here's your chance to find out more about 'Booty, (more info than what you can get from your friends or parents.)

    The XBLA version launches this Thursday, October 15, with the PSN and PC version to follow soon after. 

    "All yerrr booty arrrgh belong to us!"

    lol.

    4.1 (5 Ratings)

    Final Changelist for HD Remix

    Tuesday, October 7, 2008, 11:07 AM [General]
    Posted By: JimmyRey

    Since we’ve had the Gamespot Tournament featuring HD Remix and SFIV, there’s been a lot of speculation on exactly what the changes are in HD Remix.  Some folks that made it to the tournament have been sharing what they’ve been seeing, but just so we’re all on the same page, I’ve decided to list exactly what the changes are.  You can see one of the new additions in the screenshot above of Bison’s fake slide. 

     

    We’ll keep the design reasoning for another day, but hopefully this post will answer some of your questions.  I know it might raise more, but these are only the specific changes that were made to the game.  Some of them create other behavior, but I’ll stick to the main changes that were made and I’ll let you guys figure out the rest when you finally get your hands on it.

     

    Be on the lookout in the near future for a ton of media coming out.  I saw the 1st draft of one of the videos and all I can say is it’s full of 80’s awesomeness.

     

    Ryu

    • New move: fake fireball. qcf+short.

     

    Ken

    • Strong dragon punch is invulnerable on the way up, exactly like Old Ken's, and also always knocks down. It's now a 1-hit move, not 2-hit.
    • Fierce dp has bigger arc, always knocks down, juggles against jump-ins, but no additional invulnerability.
    • Short helicopter has shorter duration
    • Medium helicopter kick goes slightly farther
    • Roundhouse helicopter kick goes farther and faster.
    • Roundhouse helicopter kick does less dizzy
    • Air roundhouse helicopter goes slightly farther
    • "Crazy kicks" have simplified joystick motions. New motions: 1) qcf+short, 2) qcf+forward, 3) qcf+roundhouse.
    • Damage lowered on first hit of knee bash hold.
    • Range of knee bash hold reduced by a small amount.
    • Super can now be used as a reversal.

     

    Guile

    • Roundhouse flash kick now travels forward rather than straight up.
    • Super has easier motion: charge db, d, df, f, uf+ kick. (Old motion still works.)
    • Super does slightly less damage.
    • Uspide down kick is an overhead
    • Upside down kick slowed down slightly
    • Upside down kick can be performed at any range, not just close range, by holding towards+roundhouse.
    • Upside down kick is more vulnerable, allowing Sagat's low tiger shots and other moves to hit it.

     

    Honda

    • Jump short has higher priority, can hit sweeps.
    • Floating fierce move (jump straight up + fierce) can be steered farther left/right.
    • Hundred hands easier to execute
    • Strong and fierce versions of hundred hands have lower priority and all versions do a little less damage
    • Ochio throw now bounces off the other way, preventing Honda from repeating it in the corner
    • Ochio throw now deals the same dizzy points as other throws rather than twice as much.
    • Jab torpedo can destroy fireballs.
    • Jab torpedo travels shorter distance
    • Super travels slower before first hit, but travels faster after first hit.
    • Super now knocks down and juggles.

     

    Blanka

    • Horizontal ball has safer recovery.
    • Horizontal ball with jab and strong have same sound effect and same spinning speed as fierce version.
    • Horizontal ball with jab and strong travel slightly shorter distance so whiffed roll into bite is a little more effective.
    • Diagonal ball has faster startup and safer recovery.
    • Hop move has new command: hold stick left or right then jab+short OR strong+forward OR fierce+rh. (Old motion of kkk still works).
    • Hop back builds much less super meter.
    • Forward version of hop has slightly more foot-invulnerability at startup.
    • Electricity easier to execute (mash punches)
    • Super move has faster startup, faster recovery, and always knocks down if it hits.

     

    Zangief

    • Green hand command changed to qcf+p
    • Green hand has slightly faster recovery.
    • SPD command easier: hcb,f+p OR hcf,b+p. (Original 360 command still works)
    • Super command easier, hcb,hcb,f+p OR hcf,hcf+p.
    • Running Grab (and double suplex) command is now hcb+k OR hcf+k.
    • Running Grab runs faster.
    • Kick lariat can now be done with jab+short as well as original KKK command.
    • Punch lariat can now be done with strong+forward or fierce+roundhouse as well as original PPP command.
    • Kick lariat has invulnerable feet during Zangief's first rotation, but vulnerable feet after that.
    • Kick lariat has a different sound effect on startup than punch lariat.
    • Punch lariat's initial hitframe now extends down to the floor so it can hit Dhalsim's low fierce or sometimes Guile's low forward. As before, this hitbox is only active for 6 frames out of the entire lariat.
    • Hop move can only be done with towards + fierce. No longer possible with back+fierce, back+strong, or towards+strong.
    • Hop travels farther forward, slightly higher, and has slightly better recovery.
    • Jumping (forward/away) strong has hitbox that reaches slightly farther forward.
    • Low fierce has slightly higher hit box, mainly to hit Vega's off-the-wall attacks.

     

    Chun Li

    • Removed df+medium kick move.
    • df+roundhouse (the "neckbreaker") no longer crosses up, removing the loop of repeated knockdowns.
    • Lighting legs easier to execute (mash kicks)
    • Lighting legs do less damage and have a little worse priority in Chun Li's stomach area.
    • Aerial spinning bird kick can be done with charge down, up+kick, so that you can do it after a headstomp.
    • Aerial spinning bird kick travels more straight now, then falls in an arc at the end
    • Ground spinning bird kick has a new parabolic arc. It can also air-juggle and deals a fair amount of dizzy.
    • Super does slightly less damage.

     

     

    Dhalsim

    • Teleport command requires only 2 punch or 2 kick buttons rather than 3.
    • Teleport recovery is not longer, but has more vulnerable frames at the end.
    • Yoga flame changed to qcb+p so it doesn't overlap fireball command.
    • Upward yoga flame changed to qcb+k to match other yoga flame.
    • Upward yoga flame now travels way up the screen with roundhouse version.
    • Super changed to hcb,hcb+p to match yoga flame command.
    • Super has more forgiving timing window.
    • Super is now more vulnerable around Dhalsim's head and throwable from behind.
    • Super can now be used as a reversal.
    • Noogie hold has shorter range.
    • Ducking ranged punches no longer cleanly go under Guile's Sonic Booms

     

    Balrog

    • Turn punch and headbutt award less super meter.
    • Small and medium headbutts travel slightly farther and are less safe.
    • Throw range decreased.
    • First hit of throw does less damage.
    • Turn Punch can be performed by holding 2 punches or 2 kicks, rather than all 3
    • Super does a little less damage

     

    Vega

    • Defensive backflip command changed to jab+short for small version; strong+forward OR fierce+roundhouse for double flip version (old commands of kkk and ppp still work)
    • Offensive backflip can no longer be charged straight back (must be charged down/back).
    • Off-the-wall attack no longer knocks down
    • Off-the-wall attack has additional recovery, to prevent combos after hitting with it
    • New Wall Dive Fake: After going off the wall (charge down, then up+k), you can press kick again to drop without attacking.

     

    Sagat

    • Super has more range, and always knocks down if it hits.
    • Fireball recovery is better than New Sagat but worse than Old Sagat
    • Some normal moves are from Old Sagat
    • Stand strong can be cancelled into special moves, second hit of stand forward and short cannot
    • Tiger knee always knocks down and juggles (but NOT into super)
    • Tiger knee damage reduced because of new juggle property

     

    Bison

    • Devil's reverse (charge down, up+punch) has 1 frame of invulnerability at startup
    • Stand jab has better priority, can stop honda's torpedo and blanka's roll
    • New move: df+roundhouse is a fake slide.
    • Jump straight up + strong now juggles the same as jump toward/away + strong

     

    Cammy

    • Hooligan throw motion changed to qcf+p
    • Spinning Backfist motion changed to qcb+p
    • Spinning Backfist is invulnerable to fireballs during startup (all versions)
    • Spinning Backfist's hitbox on 2nd hit is bigger so that it doesn't fail to get 2nd hit if the 1st hit connects
    • Cannon drill has better recovery
    • Cannon Spike is usually not safe on block anymore.

     

    Fei Long

    • Flying Kick motion changed to qcf+k
    • Short version of flying kicks have additional frames of partial invulnerability, allowing them to go through fireballs at the start
    • Flying kicks have lower priority on first hit, allowing them to be countered air-to-air a little more easily.
    • Flying kicks have 5 additional frames of recovery
    • Medium and roundhouse flame kicks always knock down and can juggle
    • Short flame kick is no longer safe on block from point-blank range.
    • Rekka Punches travel a little farther
    • Rekka punch motion is a little more forgiving, so it's not as hard to get all 3 in the series.
    • Super travels farther
    • Fei Long's head is vulnerable during 4th and 5th hits of the super (and can't go through fireballs during that, but still can during first 3 hits).
    • The super causes a different angle of knockdown so that comboing after it is difficult/impossible.
    • Super meter gains slightly reduced on flame kick and flying kicks.

     

    Dee Jay

    • Machine Gun Punch, much easier to get all the hits
    • Machine Gun Punch destroys fireballs
    • Machine Gun Punch does less dizzy and less damage than before.
    • Medium and Roundhouse Dread Kicks, 2nd hit sped up so that it almost always hits if the first hit connects.
    • Medium and Roundhouse Dread Kicks have a few frames of foot-invulnerability at startup
    • Medium and Roundhouse Dread Kicks have reduced damage because of improved ability to combo

     

     

     

    T.Hawk

    • Hawk dive command changed to jab+short OR strong+forward OR fierce+roundhouse while in air (old command ppp still works)
    • Hawk dive's bounce changed so it ends with T.Hawk close to enemy and safe on block or hit.
    • Hawk dive does not knock down
    • Special throw command easier: hcb,f+p OR hcf,b+p, and you can actually start in down/back or down/forward (Original 360 command also still works.)
    • Special throw now has a whiff animation if you miss.
    • Super command easier: hcb,hcb,f+p OR hcf,hcf+p.
    • Several of T.Hawk's normal moves are from Old T.Hawk, such as stand roundhouse and low roundhouse.
    • Fierce dragon punch now always knocks down and juggles
    • Fixed a bug where a stray hitbox on low strong could be hit from very far away.

     

    Akuma

    • Super meter added and new super move: Raging Demon. Command is jab, jab, towards, short, fierce.
    • Super travels slower and farther than the secret version of Akuma
    • Super has additional start up frames.
    • Super is not able to grab an opponent out of jump start-up.
    • Air fireball has new downward angle and causes Akuma to hang in the air slightly when thrown.
    • Air fireball can now be done lower to the ground, allowing instant air fireball using "tiger knee" motion.
    • Akuma takes more damage than other characters.
    • Akuma can now be dizzied.
    • Teleport command requires only 2 punch or 2 kick rather than 3.
    • Blue fireballs have more startup and recovery. Now same startup as Ryu's fireball and only slightly shorter recovery than Ryu's.
    • Fierce blue fireball only has the huge knockback effect from very close range.
    • Red fireballs have more startup.
    • Helicopter kick has much less invulnerability.
    • Akuma's leg is no longer invulnerable during his ducking kicks.

     

     

     

    4.6 (10 Ratings)

    Mega Man 9 Contest!!!

    Monday, October 6, 2008, 02:08 PM [General]
    Posted By: Snow

    The Mega Man 9 Press Kit is BIG news. Everyone wants ones of these things. We've been giving out codes to active Unity members (and still are) so they can get theirs first! You can find them on eBay. And you can see them in your dreams.

    But, unfortunately, we don't have enough kits for everyone... So, in effort to make sure these kits go to the biggest Mega Man fans, we have a contest for you. Show us you're the ULTIMATE Mega Man fan! In return, we'll give you some Mega Man 9 love, including the Mega Man 9 Press Kit, a Mega Man 9 game code (for either PSN or XBL), a Mega Man 9 Poster, and a Mega Man 9 shirt signed by Kenji Inafune himself! We have three of these prize packages to hand out. I should also add that only 5 of these signed white MM9 T-Shirts exist. Very, VERY rare.

    Here's what to do: Write a blog on your profile here on Capcom-Unity.com. Put in videos, photos, whatever you want to prove you're a real fan of Mega Man. Just don't do anything illegal! Once you've finished, send a link of your blog in a Private Message to CapcomContest. Put "Mega Man 9 Contest" in the subject line.

    Contest begins immediately, and ends 11:59 PM Pacific Standard Time ("PST"), Wednesday, October 15, 2008.

    Hit the "more" button for the rest of the contest details and rules.

    DESCRIPTION OF CONTEST:   Submit a blog about why you're the ultimate Mega Man fan.

    HOW TO ENTER/REQUIREMENTS:  All submissions should be submitted via private message to Capcom Contest with a link to your blog, with a subject line of, “Mega Man 9 Contest.”  Please provide your name, address, phone number, and email address.

    WINNER SELECTION –  Capcom will evaluate all the submissions received on their love of Mega Man. All winners will be selected on or about Thursday, October 16, 2008.  By participating, entrants agree to abide by and be bound by these official rules and Capcom’s decisions. Winners will be notified by email.  All federal, state and local taxes, insurance, licensing, registration and title fees are the sole responsibility of the winner. 
     
    PRIZES/APPROXIMATE RETAIL VALUE (ARV) in U.S. Dollars.

    Three Winners:  Each will receive:

    ·        One (1) Mega Man 9 Press Kit (ARV: $50.00)

    ·        One (1) Mega Man 9 shirt signed by Inafune-san (ARV: $25.00)

    ·        One (1) Mega Man 9 game code (ARV: $10.00)

    ·        One (1) Mega Man 9 Promo Poster (ARV: $0.00)

                (Total ARV for each winner: $85.00)

    The total ARV value is $255.00.  No prize transfer or cash substitution allowed except at Capcom’s sole discretion for any reason and only then for prize of equal or greater value.

    NO PURCHASE NECESSARY.

    Contest eligibility is open to worldwide participants over the age of 18 at the time of entry who may access the world wide web. You are not eligible if you are:

       1. An employee, agent or representative of Capcom Entertainment, Inc., its respective affiliates, subsidiaries, advertising or promotional agencies.
       2. A member of the respective immediate family (defined as mother, father, brothers, sisters, sons, daughters and husband or wife) or household of any of the above persons.

    This Contest is void where prohibited by law and is subject to all federal, provincial and municipal laws and regulations.  Capcom reserves the right to request additional information to confirm eligibility.

    By entering, you agree that you will be required to sign and return an Affidavit of Eligibility, Release of Liability and a Publicity Release (where legal).  You also agree that any images you submit become the property of Capcom and the intellectual property rights of such images shall be assigned to Capcom.  You waive any and all intellectual property rights including the moral rights to all such submissions.  If Capcom does not receive the Affidavit and Release, your submission will be automatically disqualified.   

    Capcom is not responsible for lost, late, or misdirected entries, prizes or releases; or failed, incomplete, interrupted or delayed operation or transmission, or other Internet entry problems; problems with computer equipment, software, on-line systems, servers, online service providers, telephone network/lines or online communications; failure of any entry to be received due to technical problems or Internet traffic. Proof of connecting or logging on to the CAPCOM site is not considered proof of delivery or receipt.   In case of dispute as to identity of a winner who entered online, entry will be declared made by the authorized account holder of the e-mail account, and, if a prize is won and such authorized account holder is a valid entrant, the prize will be awarded to the authorized account holder.  The “authorized account holder” is the natural person assigned an email address by an Internet access provider, online service provider or other organization responsible for assigning email addresses for the domain associated with the submitted address.  The potential winner may be required to show proof of being the authorized account holder.

    RELEASE AND WAIVER - By entering this Contest, you forever release and waive any and all claims that you might have against Capcom and its subsidiaries, affiliates, successors, licensees, agents and assigns, and the officers, directors, members, shareholders and employees of the foregoing (collectively, "Capcom") from (A) any and all claims or liability, including but not limited to damages, losses or injuries, (COMPENSATORY, DIRECT, INCIDENTAL, CONSEQUENTIAL, OR OTHERWISE suffered by the entrant or any third parties in connection with participation in this Contest or acceptance or use, misuse or malfunction of any prize awarded and (B) any printing or typographical errors in any materials associated with the Contest. You further indemnify and hold harmless Capcom from and against any and all third-party claims, liabilities, costs and expenses (including attorneys' fees reasonably incurred) arising out of or related to (i) any breach or alleged breach or violation of these Rules by you, (ii) your acceptance, use or misuse of any prize or parts thereof, and (iii) your participation in this Contest.

    Non-compliance with these requirements may result in disqualification, and the prizes may be forfeited and an alternate winner selected at random.  In the event that a prize or prize notification is returned as undeliverable, such prize will be forfeited and an alternate winner selected at random.  Acceptance of a prize constitutes permission to Capcom and its representatives to use the winner's name and/or likeness for purposes of advertising and trade without further compensation.   By participating, you agree to the official rules and judges’ decisions.  In the event that any dispute arises regarding the meaning or interpretation of these official rules, participants agree that the dispute shall be resolved by applying the laws of California and that it shall be resolved by and within the courts of the County of Santa Clara, and you consent to the exclusive jurisdiction of, and service of process by, such Courts for the purpose of resolving any disputes, and further consent to the propriety of venue in such Courts.

    Capcom reserves the right to terminate further Internet entry in the Contest if technical difficulties, including but not limited to infection caused by computer virus, bugs, tampering, unauthorized intervention, fraud or other technical failures, compromise the integrity or ability to continue such Internet entry. Unless otherwise set forth herein, Capcom’s Privacy Policy shall apply to this Contest; provided, however, in the event of any discrepancy or inconsistency between or among the Privacy Policy and these Rules, these Rules shall govern.

    WINNERS LIST:  For the names of prize winners, send a self-addressed, stamped envelope ninety (90) days after the end to:   Capcom Entertainment, Inc. , ATTN: Contest, 800 Concar Drive, Suite 300, San Mateo, CA 94402.

    Sponsored by Capcom Entertainment, Inc. 800 Concar Drive, Suite 300, San Mateo, CA 94402. ENTRIES WILL BECOME THE PROPERTY OF CAPCOM.

    THIS CONTEST IS VOID WHERE PROHIBITED.

    4.6 (7 Ratings)

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